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Sleeping Place
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Sleeping Place

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by AMIE9536 on 28 May 2023 for Rookie Awards 2023

In this project "Sleeping Place" I'll show my workflow for creating this environment and new techniques I'm trying

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Sleeping Place

This was my first time using Unreal Engine for environment art, and I tried and learned a lot of new techniques and skills.

Fortunately, at the beginning of this project, Unreal Engine launched a trial version of 5.2. I can't wait to experience the Substrate material system and PCG program. I believe that under the exploration of artists, the Substrate system will be more satisfactory

Main Vision

 

Other Footage

Process

Now I'll walk through my project creation process

For the cemetery angel, I used Zbrush and Substance Painter to create the model and attach materials, used assets and made sculpt corrections, and baked to low poly.

Regarding the lantern, I used Blender for polygonal modeling, used depth maps for pattern making, matched with polygonal mesh assets, and finally finished the material baking in Substance Painter. But I now think it might be more resource efficient to use normal maps for details.

Regarding the tombstone, I used Blender for polygon modeling, and then created damage through noise maps in Zbrush, which will make the model more realistic but the number of polygons will be higher, but Nanite technology can be used to solve it very well, flexible use of baking The result of technique and Nanite technique is satisfactory.

Regarding the ground, because the material distribution of the ground is not uniform, I did not use the Vertical Layer node, but used the Substrate Horizontal Blend node to mix the soil, moss, and grass materials to create the ground, and masked it through the alpha map. But obviously I still need some grass models to improve the realism of the scene. To save time, I used the models provided in Bridge.

Regarding the water puddles, the Substrate system uses the Substrate Convert To Decal node to replace the material type switch. I used an alpha map of the water puddles as a mask, mixed two corrugated normal maps and made control buttons, and made them with Panner. Simple UV translation to animate the ripples

For the PCG program, I used it to create tombstones and forests. Using it with Nanite technology, I can create programmatically with very convenient operation logic. I have learned about the application of PCG programs in the industry, and I am looking forward to it The next learning content.

Regarding the tomb, I just modified the roughness and diffuse of the texture of the stone, and added details with the normal map to make him look less monotonous, because he is not the main object.

For the wood, I used my old assets to build the fence, but I don't really need this level of precision for the model.

For the trees, I just created two trees in Speedtree with shapes corresponding to my reference image, and used assets from Bridge for the rest.

 

Thank you for taking a look at  my works!

Here is my link to ArtStration.


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